
Anzyr |

Anzyr wrote:Citation needed. It says nothing of the sort in the spell. I will absolutely still have my move action, thank you very much.OK. Time stop then stops your time and now you can't act during time stop.
Way to reduce the strongest spell in the game to something useless.
Your post makes no sense. How does me still having my actions, prevent me from acting during time stop? Your standard action become 1d4+1 apparent rounds. Once you Return you still have all your remaining actions.

Roxx |

I think that no one asked the right question yet.
So, do they need to fight?
Could not they settle their dispute in a nice and neutral place, while eating something nice and exotic? Probably in another plane or world?
Imagine! Both of them sitting in a good-aligned plane, drinking a celestial tea and discussing things like reasonable adults. Am I asking too much?

Marroar Gellantara |

Marroar Gellantara wrote:Your post makes no sense. How does me still having my actions, prevent me from acting during time stop? Your standard action become 1d4+1 apparent rounds. Once you Return you still have all your remaining actions.Anzyr wrote:Citation needed. It says nothing of the sort in the spell. I will absolutely still have my move action, thank you very much.OK. Time stop then stops your time and now you can't act during time stop.
Way to reduce the strongest spell in the game to something useless.
"This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 1d4+1 rounds of apparent time. "
You speed up. Time stop can't end in the middle of one of your turns as per how magic works.
You are not exiting then re-entering the time stream during your turn.

Marroar Gellantara |

I think that no one asked the right question yet.
So, do they need to fight?
Could not they settle their dispute in a nice and neutral place, while eating something nice and exotic? Probably in another plane or world?
Imagine! Both of them sitting in a good-aligned plane, drinking a celestial tea and discussing things like reasonable adults. Am I asking too much?
** spoiler omitted **
Yes.
Because my lich needs to take meaningful action every decade or so and is CE. He has no dispute to settle. He is fighting just for the sake of it.

Avh |

Nope
Because your dispel succeeds and thus the runes do not explode.
Nope, the dispel wouldn't succeeds if you set your CL to 11 for the Greater dispel (and you can).
So you use your way of boosting CL (the 30000gp ioun stone for example, but there are many other ways), and you create 50 explosive runes at CL 21, each on a piece of paper.
You stick those pieces of paper on a wooden board, be it with a spell or a "physical" way (such as pinning those pieces of paper with nails). It would look as a board full of post-it papers.
When you decide to use them, you use Time stop, get your wooden board full of explosive runes in your hand and use Teleport object to teleport that board at the fighter's feet.
Finally, you ready an action to use Greater Dispel Magic with minimum CL (CL 11) at the very end of Time stop, targeting the fighter and the area around her.
Time stop ends, and every single one of the runes are targeted. The dispel check is 1d20+11 vs DC 32. You can't succeed, so every single check fail to dispel, and thus triggers.
With 50 runes, it would mean 300d6 damage (very likely to do around 1000 damage), while a 20th level fighter would have between 350 and 450. Half that number would certainly be enough, but 50 brings certain death without failure.

Avh |

Avh wrote:Nope, the dispel wouldn't succeeds if you set your CL to 11 for the Greater dispel (and you can).Fasle. You cannot do that.
If you think you can, cite the rule.
Actually, I can.
In the Magic chapter
"Caster Level
A spell's power often depends on its caster level, which for most spellcasting characters is equal to her class level in the class she's using to cast the spell.
You can cast a spell at a lower caster level than normal, but the caster level you choose must be high enough for you to cast the spell in question, and all level-dependent features must be based on the same caster level.
In the event that a class feature or other special ability provides an adjustment to your caster level, that adjustment applies not only to effects based on caster level (such as range, duration, and damage dealt), but also to your caster level check to overcome your target's spell resistance and to the caster level used in dispel checks (both the dispel check and the DC of the check)."

Seannoss |

Seannoss wrote:We already covered that high level Casters are immune to AMF.We....or I have shown examples of how the wizard is not likely to go first. My first attack would not be harmful, so not likely to trigger a contingency. If I hit, them AMF field would slam into place.
While I admit to not knowing high level wizard tricks, you do not realize how much mythic characters can do. We haven't even brought up legendary items yet which would enable the fighter to do anything and everything the wizard can do w/o outside help or spending a copper.
And funny point by Kthulhu.
And I countered that by touching a high level wizard, they would no longer have spellbane. Hitting a wizards flat footed, touch AC with a non damaging attack is not likely a huge problem.

Marroar Gellantara |

Marroar Gellantara wrote:Avh wrote:Nope, the dispel wouldn't succeeds if you set your CL to 11 for the Greater dispel (and you can).Fasle. You cannot do that.
If you think you can, cite the rule.
Actually, I can.
In the Magic chapter
"Caster Level
A spell's power often depends on its caster level, which for most spellcasting characters is equal to her class level in the class she's using to cast the spell.You can cast a spell at a lower caster level than normal, but the caster level you choose must be high enough for you to cast the spell in question, and all level-dependent features must be based on the same caster level.
In the event that a class feature or other special ability provides an adjustment to your caster level, that adjustment applies not only to effects based on caster level (such as range, duration, and damage dealt), but also to your caster level check to overcome your target's spell resistance and to the caster level used in dispel checks (both the dispel check and the DC of the check)."
Fair enough.
I don't read things at my feet though, and my fighter has both evasion and the ability to reroll ones, so the trick still fails.
You can only teleport one object and only one rune per object, so that method also fails, for if the board is one object to teleport then all the runes over lap and only have one effective explosive rune effect.

andreww |
I don't read things at my feet though, and my fighter has both evasion and the ability to reroll ones, so the trick still fails.
Once again, if you are adjacent to the runes when they go off you don't get a save. It doesn't matter how high your saves are, how many rerolls you have or if you have evasion you still take full damage.

Trimalchio |

Trimalchio wrote:not sure if simulacrum abuse qualifies as a tactic.The way I used it is legit. I'm making copies of myself.
lol, well if you say so... but once simulacrum is allowed these debates become largely meaningless. Are we granting the fighter additional prep time as simulacrum has a 12 hour casting time, or are you using a wish abuse loophole to get that down to one standard action as well?
Anyway, as for fighter having shield or spell immunity: magic missile up, dispel magic has a medium range, and this also assumes the fighter has no immediate actions to block line of effect.

Anzyr |

Anzyr wrote:Yes. Yes. You are.I'll need a rules citation for that :P
Simple, the spell says nothing about you losing actions you had prior to casting it.
This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 1d4+1 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While the time stop is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell. A spell that affects an area and has a duration longer than the remaining duration of the time stop have their normal effects on other creatures once the time stop ends. Most spellcasters use the additional time to improve their defenses, summon allies, or flee from combat.
You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creature's possession.
You are undetectable while time stop lasts. You cannot enter an area protected by an antimagic field while under the effect of time stop.

Avh |

Fair enough.
I don't read things at my feet though, and my fighter has both evasion and the ability to reroll ones, so the trick still fails.
You can only teleport one object and only one rune per object, so that method also fails, for if the board is one object to teleport then all the runes over lap and only have one effective explosive rune effect.
Except you don't have to read the runes, because failing to dispel them will trigger them anyway.
The runes being at your feet, you have no save (they are close enough for you to read, as in the rule there are no distance between you and the runes :) ), so evasion would not function.
Finally, teleporting the board would teleport the entire thing with all the papers pinned into it.

andreww |
Anzyr wrote:Citation needed. It says nothing of the sort in the spell. I will absolutely still have my move action, thank you very much.Please provide a citation stating Timestop ends mid-turn, leaving actions available.
Timestop says nothing about losing the rest of your turn and therefore you don't. The burden of proof is on you.

Robert Carter 58 |
Where's the rumble? I don't see a rumble? Rumble? No. I don't have the GM rules tediousness on the level needed to run this. I can run a normal game, but not "20th level grudge match to be picked apart by players using every book in Pathfinder creation". Still, I'd like to see it. Otherwise, it's just trash talk using pathfinder rules, the geekiest trash talking there is. I'd rather see a geeky rumble, at least this way there's something vaguely interesting going on. Rumble! Rumble!

andreww |
Anzyr wrote:I still haven't seen a counter to Explosive Runes either.We have not resolved how you are detecting an Undetectable opponent.
You still have no idea where to place the Explosive Runes or when to detonate them.
We have yet to see how the Mythic fighter detects a permanently invisible and Mind Blanked opponent. I suspect the most likely outcome may be both wandering around unable to find the other until they get bored and go home.

Anzyr |

Anzyr wrote:I still haven't seen a counter to Explosive Runes either.We have not resolved how you are detecting an Undetectable opponent.
You still have no idea where to place the Explosive Runes or when to detonate them.
I'll play 20 questions with the Universe until I narrow it down to a small country. Then raze the entire the small country at once.
And I have yet to see any holes poked in Explosive Runes. Please do tell BigDTBone.

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Timestop says nothing about losing the rest of your turn and therefore you don't. The burden of proof is on you.
The magic rules don't state spell durations end mid-turn and the Time Stop spell cannot be dismissed by the caster. You don't get to choose when it ends.
Provide RAW stating the spell ends mid-turn or its not happening.

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Artanthos wrote:Anzyr wrote:I still haven't seen a counter to Explosive Runes either.We have not resolved how you are detecting an Undetectable opponent.
You still have no idea where to place the Explosive Runes or when to detonate them.
I'll play 20 questions with the Universe until I narrow it down to a small country. Then raze the entire the small country at once.
And I have yet to see any holes poked in Explosive Runes. Please do tell BigDTBone.
You have access to infinite parchment? Parchment does have a listed price. 2 silver per sheet.
Your Dispel can target an entire country? I would like to see this spell.

andreww |
andreww wrote:
Timestop says nothing about losing the rest of your turn and therefore you don't. The burden of proof is on you.The magic rules don't state spell durations end mid-turn and the Time Stop spell cannot be dismissed by the caster. You don't get to choose when it ends.
Provide RAW stating the spell ends mid-turn or its not happening.
Provide a RAW saying that the spell ends your turn. As it stands it takes a standard action to cast and gives you 1d4+1 rounds of apparent time. That's it. In the absence of anything saying that you lose the rest of your turn you don't. Anything else is you adding stuff to the spell which isn't there.

Cerberus Seven |

With 50 runes, it would mean 300d6 damage (very likely to do around 1000 damage), while a 20th level fighter would have between 350 and 450. Half that number would certainly be enough, but 50 brings certain death without failure.
And, importantly, no saving throw yet again. If that were at least the case, this wouldn't feel like such a cheap tactic.

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Provide a RAW saying that the spell ends your turn. As it stands it takes a standard action to cast and gives you 1d4+1 rounds of apparent time. That's it. In the absence of anything saying that you lose the rest of your turn you don't. Anything else is you adding stuff to the spell which isn't there.
Pathfinder is a game where if it is not in the rules, it does not happen. Nothing in the rules states your turn continues after the spell duration ends.
Also: the wizard does not know the spell duration. He has to guess when the spell will end.

Anzyr |

andreww wrote:Provide a RAW saying that the spell ends your turn. As it stands it takes a standard action to cast and gives you 1d4+1 rounds of apparent time. That's it. In the absence of anything saying that you lose the rest of your turn you don't. Anything else is you adding stuff to the spell which isn't there.Pathfinder is a game where if it is not in the rules, it does not happen. Nothing in the rules states your turn continues after the spell duration ends.
Also: the wizard does not know the spell duration. He has to guess when the spell will end.
Wizards do know spell durations. Especially if a Maximized Time Stop provides the same amount of time every time.
Pathfinder is a game of rules. The rules say you get a Swift, a move and a standard action on your turn. Time Stop says that as a Standard Action (casting the spell) you can move for 1d4+1 rounds of apparent time. If you have not used up your move or Swift Action when you return to "real time" you still have them. Because there is nothing that has taken them away.

Anzyr |

Yawn. Seems like the wizard has run out of productive suggestions as he keeps repeating himself despite having holes, or at least doubts, put into his invincible, infallible tactics.
I have yet to see these holes. Please do tell. All I hear is things that don't make sense. Like Explosive Runes being Force Damage, Time Stop ending your turn, and not being able to drop bundles of Explosive Runes. I don't call those holes.

Anzyr |

it seems like the best way to adjudicate this would be for people to post stat sheets, clarify obvious rule concerns, then have someone GM a play by post.
I have a standing offer if a neutral RAW GM can be found and what constitutes winning/losing agreed upon. Though that build has 0 chance of losing. To the point where I'm considering letting the opposition have the first 5 rounds as a handicap.

Trimalchio |

Seannoss wrote:Yawn. Seems like the wizard has run out of productive suggestions as he keeps repeating himself despite having holes, or at least doubts, put into his invincible, infallible tactics.I have yet to see these holes. Please do tell. All I hear is things that don't make sense. Like Explosive Runes being Force Damage, Time Stop ending your turn, and not being able to drop bundles of Explosive Runes. I don't call those holes.
multiple people have mentioned spell immunity: explosive ruins.

Anzyr |

Anzyr wrote:multiple people have mentioned spell immunity: explosive ruins.Seannoss wrote:Yawn. Seems like the wizard has run out of productive suggestions as he keeps repeating himself despite having holes, or at least doubts, put into his invincible, infallible tactics.I have yet to see these holes. Please do tell. All I hear is things that don't make sense. Like Explosive Runes being Force Damage, Time Stop ending your turn, and not being able to drop bundles of Explosive Runes. I don't call those holes.
Swift Action Disjunction Remember? That's the problem with these holes, they show holes in people's understanding of the tactic. Not actual holes in the tactic.

Shadowkire |
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On Mage's Magnificent Enclosure:
Somatic (S)A somatic component is a measured and precise movement of the hand. You must have at least one hand free to provide a somatic component.
Components V, S, M (a sphere of glass worth 100 gp and an iron nail, with which you pierce the glass on casting)
So the wizards has to use one hand to cast the somatic component, one to pierce the glass with a nail, and a third hand to hold the metamagic reach rod.
He only has two hands so he can't.